Pedrak wrote...
And if you want more content, dialogue choices, opportunities for a subtler roleplay...
Ah, you have more dialogue choice, but what matters to us is
the number of reactions. If you are given 18 different dialogue choices, but the other NPC can only be happy and said in on very specific way, then you've in fact given us no choice,
especially if what the NPC says does not refer to what you said.
I never complained about this directly, but one major issue I have with non-VO is how unnatural it makes conversation. When people speak, they often reference what the other person said. With a great number of dialogue choices you cannot do this, because your VO cost just becomes astronomical for the NPCs. So you get empty lines like:
1. I hate your face.
2. You are pathetic.
3. I've seen excrement with more insight than you.
4. [generic insult in the poorest possible taste]
5. Some non-identical repeat of 4.
NPC: That was mean! My feelings are hurt.
Conversations like this feel empty, and improper. VO allows for more dynamic conversation and more fluid back and forth. Limit choice allows for more responsive NPCs, and in general even with silent VO I am
for limiting dialogue options to make them more responsive.
Some fellow fans seem to forget that the choice is not merely between "mute protagonist" and "protagonist with the same exact amount of dialogues, only dubbed" - it's between "mute protagonist with a lot more things to say" and "dubbed protagonist with less dialogue options".
But Shepard says much more than the Warden in DA. All your answers in DA were limited to 65 characters and often shorter. You could, like Sylvius, believe that what your character actually says is not the dialogue option. If you do not buy that, however, VO actually lets you say more in a meaningfully way.
The debate is not so simple as you like to pretend it is.
Of course, if people still prefer VA, fair enough (and Bio is going to do it anyway, it seems). Just remember that there is a price to pay for your "immersion". 
Except to us the victory is not immersion; it is
superior role-play.
The simplest way to put it is so: for some people, the mental experience of their character is crucial to role-play. For others, it is the number of ways and the degree of richness to which the world
responds to your choice. A silent PC impovrishes response at the gain of mental experience, and to some of us the mental experience is simply irrelevant.